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Existing workloads should continue to work as they always have, but it is now possible for a procedural sound (SoundGenerator) to specify a "synchronized render queue" that its "audio decode tasks" should be added to. That queue's jobs are then held for the duration of the OnProcessAudioStream function and only kicked when some "owning" system kicks the queued tasks. In the Harmonix Music specific case, UMusicEmitterComponent (a subclass of a USynthComponent) creates soundgenerators that specify a unique render queue id. Then, in the Harmonix Music system's "post render callback" which is called at the bottom of the FMixerDevice::OnProcessAudioStream, after doing the synchrnous "state updates" for all of the music renderers to keep them in sync, we kick all the queued up tasks so async rendering can proceed. [REVIEW] [at]aaron.mcleran [at]phil.popp [at]rob.gay [at]jimmy.smith #preflight 6216c0c7db60b6b592017336 #ROBOMERGE-AUTHOR: buzz.burrowes #ROBOMERGE-SOURCE: CL 19107053 via CL 19116514 via CL 19116561 via CL 19116594 via CL 19117383 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845) [CL 19153372 by buzz burrowes in ue5-main branch]
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15 KiB